<?xml version="1.0" encoding="utf-8"?>
<Defs>
	<!-- Example def -->
	<CombatExtended.ApparelPatcherPresetDef>
		<defName>Helmet</defName>
		<label>preset helmet</label>
		<Bulk>4</Bulk>
		<BulkWorn>1</BulkWorn>
		<Mass>1</Mass>
		<!-- If both are present just uses the appropiate curve, that is you can for example use static for sharp and curve for blunt -->
		<ArmorStaticSharp>8</ArmorStaticSharp>
		<ArmorStaticBlunt>12</ArmorStaticBlunt>
		<ArmorCurveSharp>
			<points>
				<li>0.6, 9</li>
				<li>0.7, 10</li>
				<li>0.8, 11</li>
				<li>0.9, 12</li>
			</points>
		</ArmorCurveSharp>
		<ArmorCurveBlunt>
			<points>
				<li>0.6, 9</li>
				<li>0.7, 10</li>
				<li>0.8, 11</li>
				<li>0.9, 12</li>
			</points>
		</ArmorCurveBlunt>
		<!-- IMPORTANT: This is SHARP armor range OR StuffEffectMultiplierArmor range-->
		<vanillaArmorRatingRange>0.6~0.9</vanillaArmorRatingRange>
		<neededLayers>
			<li>Overhead</li>
		</neededLayers>
		<neededGroups>
			<li>UpperHead</li>
		</neededGroups>
		<!-- Doesn't have to be specified -->
		<partialStats>
			<li>
				<!-- When useStatic is added it MUST be the first node in the partial stat -->
				<useStatic>true</useStatic>
				<ArmorRating_Sharp>2</ArmorRating_Sharp>
				<parts>
					<li>Neck</li>
					<li>Brain</li>
				</parts>
			</li>
		</partialStats>
	</CombatExtended.ApparelPatcherPresetDef>

	<CombatExtended.ApparelPatcherPresetDef>
		<defName>LightHelmet</defName>
		<label>preset light helmet</label>
		<Bulk>4</Bulk>
		<BulkWorn>1</BulkWorn>
		<Mass>1</Mass>
		<!-- If both are present just uses the appropiate curve, that is you can for example use static for sharp and curve for blunt -->
		<ArmorCurveSharp>
			<points>
				<li>0.35, 1</li>
				<li>0.45, 2</li>
				<li>0.55, 4</li>
				<li>0.59, 6</li>
			</points>
		</ArmorCurveSharp>
		<ArmorCurveBlunt>
			<points>
				<li>0.35, 1.1</li>
				<li>0.45, 3.2</li>
				<li>0.55, 6.4</li>
				<li>0.59, 8.65</li>
			</points>
		</ArmorCurveBlunt>
		<vanillaArmorRatingRange>0.35~0.59</vanillaArmorRatingRange>
		<neededLayers>
			<li>Overhead</li>
		</neededLayers>
		<neededGroups>
			<li>UpperHead</li>
		</neededGroups>
	</CombatExtended.ApparelPatcherPresetDef>

	<CombatExtended.ApparelPatcherPresetDef>
		<defName>Hat</defName>
		<label>preset hat</label>
		<Bulk>1</Bulk>
		<BulkWorn>1</BulkWorn>
		<Mass>1</Mass>
		<!-- If both are present just uses the appropiate curve, that is you can for example use static for sharp and curve for blunt -->
		<ArmorCurveSharp>
			<points>
				<li>0, 0</li>
				<li>0.35, 0.25</li>
			</points>
		</ArmorCurveSharp>
		<ArmorCurveBlunt>
			<points>
				<li>0, 0</li>
				<li>0.35, 0.5</li>
			</points>
		</ArmorCurveBlunt>
		<vanillaArmorRatingRange>0.00~0.35</vanillaArmorRatingRange>
		<neededLayers>
			<li>Overhead</li>
		</neededLayers>
		<neededGroups>
			<li>UpperHead</li>
		</neededGroups>
	</CombatExtended.ApparelPatcherPresetDef>
</Defs>